BloodGDX

"BloodGDX - is more perspective project than BloodCM. I started reverse-engeneering of original blood.exe, because I successfully found main BuildEngine methods such as rotatesprite, drawsprites, drawrooms etc. In this way, I had got 50% of Blood source code and 20% of methods I found in alpha version source code (some methods are without changes). Also alpha source code help me with figuration of my decompiled code. My Blood port is based on Java's libgdx framework and can reading all of original Blood maps and original Blood resources and playing as original Blood at this time(perhaps there is have a difference between Blood v1.21 and my port, because I working on decompilation of v1.00 (v1.00 is more readable after reverse-engeneering than v1.21) After my first release of BloodGDX I can start to fix graphics bugs, rewrite renderer and writing models/voxels and hires textures support."--Alexander "M210" Makarov

Screenshot of BloodGDX v0.763

BloodGDX (briefly gdxBlood) is a project aimed at porting the original Blood to modern operating systems using the libGDX framework for Java. Created by Alexander "[M210]" Makarov, the main developer of the earlier BloodCM, it was first announced on January 9, 2017 and had its first public beta release v0.75 on May 19, 2017.

As well as straight up reverse engineering, the implementation is referenced from the leaked full Blood Alpha source code. The renderer is allegedly based on EDuke32's Polymost system, a point of some consternation among EDuke32's developers, although a new renderer for the port is said to be in development.

Controversially, Makarov has indicated that he has no immediate plans to release the source code to BloodGDX; it also has been described as being deliberately obfuscated. He has indicated interest in producing a more limited SDK for the port however, and subsequently released source code to his underlying BuildGDX framework on May 27, 2018 under the GNU GPL 3.0.

Reception for the port has been largely positive, with reservations mostly resting on its closed source nature, high-level implementation via the Java virtual machine, and legal questions regarding the ports construction from disparate technical sources. Makarov also has no immediate plans to make a modern version of MapEdit. Experimentation towards adding networked multiplayer was ongoing as of early 2018, and premièred on July 12, 2018 with v0.793.